Wait Your Turn was my 2nd mod ever released on the Nexus, and it was (and still is) one of my most popular mods to date. I've always regretted it a bit, because the idea was great, but the implementation was lacking.
Now, it's been over 3 years and it's time for a second shot at the combat puzzle. So here it is. Wait Your Turn, remade from the ground up entirely in a SKSE plugin.
No l...
2025-05-27 00:45:49 +0000 UTC
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Features: Enemy circling behavior The circling mechanic limits enemies to x amount of any attackers at one time. You may not notice it, but
The circling mechanic limits enemies to x amount of any attackers at one time. You may not notice it, but it's what makes group combat "fair" to the player in other games. They "wait their turn", and maybe if you play well enough you will get your turn to rip them apart.
Features:
Hello peeps,
Just a notice that the 25th monthly release is delayed to tomorrow (the 26th).
No special reason, I've just been preoccupied the past days working on Pandora v3.0.0-beta (which finally released today, if you want to check it out), and with exams looming I have to pick and choose what I lose sleep over :P
Thanks all for your under...
2025-05-25 23:33:53 +0000 UTC
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Monthly 25th release.
This is it, folks. My most complex SKSE plugin yet. A collection of game engine fixes and tweaks for animations and behavior done at runtime.
Features
Sampling
Blending
Fixes blending issues from missing bone weights and pairs.
As a side-effect, skeleton mods
2025-04-25 22:09:47 +0000 UTC
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The gist:
A collection of non-intrusive UI elements centered around NPCs (actors) with support for base game mechanics as well as optional support for my other mods (both public and WIP).
Current Features (kept up to date):
Detection indicator attached to NPCs, changes color depending on how close they are to detecting the player. Compatible with Detection Meter by Maxsu.
Knockout timer indicator to show how long lef...
2025-04-07 11:31:34 +0000 UTC
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7/4/2025 : This is an early release substituting for the 15th of April, because I will be away visiting family.
A collection of non-intrusive UI elements with optional support for my other mods + mechanics in the base game.
Current Features:
This is the second monthly post, intended for the 25th.
Changes:
Added setting to only allow humanoids to be knocked out.
Restored Concussion magic effect archetype that was non-functional in the vanilla engine, but selectable in Creation Kit.
This is the monthly update for the 15th that was delayed to the 22nd.
Changes:
Hello! Because of busy life circumstances, the monthly update for the 15th will be pushed back one week to the 22nd.
The update on the 25th should continue as normal.
Thank you for your understanding.
2025-03-14 23:45:31 +0000 UTC
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Available on the Nexus now!
Quite a few changes from the last Patreon beta version since it's the full release, so I recommend everyone update!
Full list of changes in Nexus release (that I can remember):
Added hand alternating take animations.
Excluded harvestables from mod.
Fixed crash with a heavy amount of pickup.
Fixed random mesh crash.
Fixed bug with camera in when picking up items in first per...
2025-03-07 00:13:00 +0000 UTC
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Hello peeps! I've been sitting on Animated Interactions for what seems like forever, so it's really overdue for a public release on the Nexus.
If anyone has any screenshots/gifs/videos of the mod in action, I'd be glad to include them when the modpage goes live. It's a good chance to showcase your modlist graphics, and your name/socials will be listed as credit on both the page and the caption.
Media must be SFW and not break any Nexus guidel...
2025-02-25 22:17:38 +0000 UTC
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This is the monthly release for the 25th. It took a bit longer this time (I usually post the instant the clock strikes 0:00), because I was hungover.
Changes:
In-game stat tweaks:
Single blade values halved from 252 to 126 to remain consistent with dual blade value.
Single blade descriptions updated.
Single blade armors halved to remain consistent with dual blades.
Dual blades weig...
2025-02-25 22:00:27 +0000 UTC
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Changes:
Added single wristblades.
Added support for killmoves with single wristblades
Right hand assassinations were implemented, but were unsuccessful, and so have been disabled. All assassinations will use the left hand for now.
Added recipes for single wristblades.
Recipe for dual set of wristblades were changed to require two of each crafting item (for obvious reasons).
Upda...
2025-02-15 01:12:36 +0000 UTC
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Regular 25th monthly release.
Requirements:
SKSE
Address Library for SKSE Plugins
Pandora/Nemesis
Install:
1. Install mod with mod manager.
2. Run behaviour engine, making sure patch is ticked.
3. Play the game.
How To Use:
Hidden blades can be crafted with 1 dwemer ingot and 1 dwemer cog at the forge. There are two variants, Zealot and Dwemer. Both are function...
2025-01-24 20:21:40 +0000 UTC
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I am not available on the 15th of this month so this post REPLACES said REGULAR post.
(And yes, I could've just scheduled this for the 15th but I thought it'd be better to put this out so peeps can test it sooner)
Requirements:
SKSE
Address Library for SKSE Plugins
Pandora/Nemesis
Install:
1. Install mod with mod manager.
2. Run behaviour engine, making sure patch is ticked.
3. Play the ga...
2025-01-12 22:45:31 +0000 UTC
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Requirements:
DAR or OAR
Nemesis/Pandora
...
2024-12-25 14:05:15 +0000 UTC
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Hello peeps. This is something I've been cooking for this past month. I know I said this mod was discontinued, but I just couldn't let go of my dream of non-lethal stealth in Skyrim.
A bunch of stuff was added (see bottomost features) but I'm also reiterating the original features in this post because it's been quite some time since I updated this.
Features & Changes:
Changes:
Dedicated take animations (legacy) is now available as an ini option for those who don't want the procedural stuff.
The spine pitch can be limited in both directions via ini file.
Fixed issue where activation did not trigger if rotation was blocked.
And that's a wrap! My collaborator Moon unfortunately has no more desire to work on animating this mod, and I have no more ideas to throw at it, so it'll ...
2024-11-25 14:40:34 +0000 UTC
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Changes:
Procedural spine adjustment on take animations (hip bend is calculated on the fly with relative height and distance to the target object)
No longer uses dedicated animations but one single animation for taking items, but legacy option will be added later for those that want it.
Quick thanks to my buddy Adam for helping me review trigonometry
Fixed crashing on picking up skinned meshes like armour.
2024-11-15 07:46:44 +0000 UTC
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This is going to be a bit of a long read. I'm sorry. There's no TL;DR because everything is important.
What's Happened
First of all, I'm deeply sorry for the extremely long hiatus ^^. I've been dealing with major changes in my life, which, while positive, has taken up a huge chunk of my free time.
One of the biggest events these past few months is that I realized a long-time dream of mine to study in the computing field instead of humanities. I am now majo...
2024-11-03 22:44:03 +0000 UTC
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Changes:
Improved Detection
Asset Doctor know has proper texture and mesh load detection. It intercepts and checks the meshes and textures directly, no workarounds.
This means pretty much everything that gets loaded into game gets scanned and nothing should get by.
Interface Overhaul:
The in-game log has been replaced with a counter that displays the number of missing textures and meshes detected....
2024-07-09 14:41:37 +0000 UTC
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I wasn't active at all last month and will not be active (as in not making new releases or feature updates) for roughly the first 2 weeks of this month because of exams and prep, it sucks but that's life unfortunately, even Pandora is put on hold during this time.
Get download 2024-06-07 17:14:15 +0000 UTC
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What is Animated Interactions? (A Recap for New Patrons)
Features:
- Animated animations for pickup: the player will have height dependant animations for taking items.
- For example, Taking something high on a shelf will use a different animation
compared to taking an item on the ground.
- Container interactions for looting chests/furniture.
- Animations for interacting with doors, like NP...
2024-03-23 14:25:40 +0000 UTC
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I left Modding Guild and am no longer affiliated with it. This goes for both the server and the website. This was because of irreconcilable differences regarding the moderation of the server.
Both existing and past patrons can join the new discord server.
Discord integration isn't set up yet with the tiers so for those wanting that benefit please have patience, as the Patreon discord bot is fairly slow in linking/unlinking.
I'll see you all there!
2024-03-16 14:52:49 +0000 UTC
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Knockout Extensions NG v0.1.1-alpha has been discontinued from development. The post is now automatically public.
The source is available on github here if anyone wants to fork it and continue development.
While it was an interesting mechanic, it just has far too many problems, so...
2024-03-02 10:00:07 +0000 UTC
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Stops NPCs talking in idle dialogue while they're in a killmove. Stuff like "must've been the wind" will no longer continue while they're being backstabbed.
Let me know of any bugs, when I tested with killmove events it seemed to work fine. But I haven't fully tested this yet.
2024-03-02 09:00:05 +0000 UTC
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Changes:
- Added triangle/vertice count mode for meshes. Use the same button you use to cycle texture slot to switch between tris/verts.
- Toggle Label visibility hotkey was changed to "Cycle Label Mode" to switch between texture paths and mesh tri/vert count mode.
- Made hotkey ini option for Cycle Label Mode actually work (whoops)
I promise this is the gonna be the last you'll hear from Asset Doctor for the next month or so, since I know not e...
2024-02-29 20:38:19 +0000 UTC
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Features:
- Font sizes were scaled up for accessibility.
- Added 3D labels to aimed objects using imgui (thanks to Ersh for the guidance on this). This works on anything with a collision mesh.
- Currently, labels can display paths to texture files for different slots such as diffuse, normal, environment, etc.
- Labels are color-coded:
- Red: texture missing
- Purple: texture ...
2024-02-20 22:22:05 +0000 UTC
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